﻿using UnityEngine;
using System.Collections;

//TODO: Ideally this would be a true abstract class. It is not truly abstract because it must have a constructor with no parameters to meet the demands of its uses elsewhere. Try to find a better way to handle this.
public class AbstractState : AbstractDataComponent {
	public AbstractState ()
	{
	}

	protected override ReadOnlyable GetNewInstance ()
	{
		Debug.LogError("AbstractState should be extended and this method should be overridden.");
		return null;
	}

	public override void CopyTo (ReadOnlyable target)
	{
		Debug.LogError("AbstractState should be extended and this method should be overridden.");
	}
}
